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Found 3 results

  1. Gentlemen, I am looking for a way to pull one array each for Uniforms, vests, backpacks, headgear and so on from configfile, similar to below example for weapons. I would like to pull all equipment items, and then pick out all uniforms or vests or.... (whatever group of items that I want to make an array for) by filtering it by the "parent" name. (eg, below example "if "rifle" in _parents) Now I tried to find the correct parents in config viewer by placing an uniform in eden editor and then rightclick + show in config viewer, but i think i get the wrong parents there (maybe just the vehicle for the placed uniform / "groundweaponholder"?) Anyway none of the parents work and i wonder where i am going the wrong way. For backpacks for example, I selected a backpack from the cfg vehicle list in the config viewer and found the parent "Bag_Base" (or something like that) and it would return an array of backpacks, however, many of the backpacks would contain items. Is there a way to avoid this? In the end I only want each array to contain empty vests/uniforms/backpacks. I think my problem is that I use the wrong method to search for an example classname in config viewer and therefore it provides me with wrong parents. I would appreciate any help or guidance in that respect;) Thanks VD
  2. Automated Doors - v2.5 Download v2.5 from Armaholic What? For each player on the map, this script creates and removes triggers on nearby buildings which open the door if a player intends to walk through it and closes it again, when he walks away. This script is configurable and customizable on both server and client side. Features: all doors open and close automatically usable in Singleplayer (client side) or in Multiplayer (server side only) support for dynamic locations where this script should only work support for side specific locations, where this script only works for players of the respective side actions for the following features: enable/disable automatically closing doors enable/disable "Automated Doors" completely irreversibly* remove all actions related to "Automated Doors" globally force doors to stay open, no matter what the player's actions say can be terminated and restarted without trigger-leftovers or action-leftovers minimized server load due to need-based dynamic object management available as script and as addon *) Actions will be available again, if you rejoin the server (MP) or restart ArmA (SP) respectively Supported maps: Altis/Stratis (combined in one file) Chernarus Takistan Zargabad Utes Why? At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly. How? Download the script here. (Armaholic, same link as above) execVM "automatedDoors.sqf" If you use Automated Doors on a map which is not listed above, but has buildings from one or more of these maps or if you want to override the script's default behavior, paste the respective map name(s) as parameter into the script like this: [["Altis", "Chernarus", "Takistan"]] execVM "automatedDoors.sqf" If you don't do so, the script will automatically take into account all maps. Singleplayer: Using the script: Execute the above line once upon mission start - that's it. Using the addon: Start ArmA 3 with startup parameter -mod=@automatedDoors - that's it. Multiplayer: Execute this script server side once upon mission start. Client side execution is prevented by "isServer" check. After joining a mission running this script, it might take a few seconds until it actually works for you as new player, because the sever runs the "scan loop" regularly, not taking into account JIP or just spawned players. Further Information "Automated Doors" has two optional parameters: maps -> (optional, default: "all") defines the buildings to be taken into account by this script -> e.g. ["altis", "chernarus"] means, all buildings from Altis and Chernarus will be taken into account doorsStayOpen -> (optional, default: false) global definition of door closing behavior - if true, doors will have to be closed manually, player action "Don't keep doors open" has no effect - if false, doors will close automatically, player action "Keep doors open" has an effect You can easily customize important values, like the size of the area of the door triggers, the time between each scan for surrounding buildings or the area to scan on each loop. Do that by changing the defines at the beginning of the file (after the comment block). Define locations: If you want this script to only work in certain areas, create locations of type "Name" and set their name with the prefix "doors". This script will check on each scan loop if such locations exist. If so, it will only manage these areas. If all "doors" locations are deleted, this script will handle the whole map again. Side specific locations: If you create a location as described above and setVariable ["locationSide", any side here] to it, the doors inside that location automatically open and close only for players of that side. Have a nice Play! Changelogs:
  3. Automated Doors - v2.5.a2 (ArmA 2 version) Download v2.5.a2 from Armaholic What? This is a backport of Automated Doors for ArmA 3 to ArmA 2. For each player on the map, this script creates and removes triggers on nearby buildings which open the door if a player intends to walk through it and closes it again, when he walks away. This script is configurable and customizable on both server and client side. Features: all doors open and close automatically usable in Singleplayer (client side) or in Multiplayer (server side only) support for dynamic locations where this script should only work support for side specific locations, where this script only works for players of the respective side actions for the following features:enable/disable automatically closing doors enable/disable "Automated Doors" completely irreversibly* remove all actions related to "Automated Doors" globally force doors to stay open, no matter what the player's actions say can be terminated and restarted without trigger-leftovers or action-leftovers minimized server load due to need-based dynamic object management *) Actions will be available again, if you rejoin the server (MP) or restart the mission (SP) respectively Supported maps: Altis/Stratis (combined in one file) Chernarus Takistan Zargabad Utes Why? At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly. How? Download the script here (Armaholic, same link as above). You need at least the following files: automatedDoors_a2.sqf or automatedDoors_a2oa.sqf removeAllActions.sqf setVariable.sqf one or more file(s) starting with "doors..." Execute one of the following lines depending on which file you're using: execVM "automatedDoors_a2.sqf" execVM "automatedDoors_a2oa.sqf" If you use Automated Doors on a map which is not listed above, but has buildings from one or more of these maps or if you want to override the script's default behavior, paste the respective map name(s) as parameter into the script like this: [["Chernarus", "Takistan", "Zargabad"]] execVM "automatedDoors_a2oa.sqf" If you don't do so, the script will automatically take into account all maps. Singleplayer: Execute the above line once upon mission start - that's it. Multiplayer: Execute this script server side once upon mission start. Client side execution is prevented by "isServer" check. After joining a mission running this script, it might take a few seconds until it actually works for you as new player, because the sever runs the "scan loop" regularly, not taking into account JIP or just spawned players. Further Information Note that there are two files, one compatible with ArmA 2 v1.06 or later and another one compatible with ArmA 2:OA v1.63 or later. The ArmA 2 version also works with OA, but not the other way around. Be aware that the version for OA is more efficient (faster) than the one for ArmA 2, so I'd recommend to use the version for the "normal" ArmA 2 only if necessary. "Automated Doors" has two optional parameters: maps -> (optional, default: "all") defines the buildings to be taken into account by this script - e.g. ["altis", "chernarus"] means, all buildings from Altis and Chernarus will be taken into account doorsStayOpen -> (optional, default: false) global definition of door closing behavior - if true, doors will have to be closed manually, player action "Don't keep doors open" has no effect - if false, doors will close automatically, player action "Keep doors open" has an effect You can easily customize important values, like the size of the area of the door triggers, the time between each scan for surrounding buildings or the area to scan on each loop. Do that by changing the defines at the beginning of the file (after the comment block). Define locations: If you want this script to only work in certain areas, create locations of type "Name" and set their name with the prefix "doors". This script will check on each scan loop if such locations exist. If so, it will only manage these areas. If all "doors" locations are deleted, this script will handle the whole map again. Side specific locations: If you create a location as described above and setVariable ["locationSide", any side here] to it, the doors inside that location automatically open and close only for players of that side. Changelogs will be posted in the original thread. Have a nice Play!
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